How to change to another image every 5 seconds in UIView? - ios

I have a banner currently that gets images from my site, and I can scroll the banners left and rights to get the next or previous image. However, I also want it to change the images automatically every 5 secs.
I tried adding these codes to imageView, but the banner becomes empty not showing any images.
imageView.animateImages = delegate.bannerDetailsArray;
imageView.animationDuration = 5.0;
imageView.animationRepeatCount = 0;
[imageview startAnimating];
I am guessing that the array is where the issue is, but I am currently no clue how to fix it.
Can anyone shred some lights how to make the banner images change every 5 seconds?
-(void) bannerSettings
{
bannerScrollView = [UIScrollView new];
[bannerScrollView setBackgroundColor:BackGroundColor];
[bannerScrollView setFrame:CGRectMake(0,0,delegate.windowWidth, [self imageWithImage:delegate.windowWidth maxHeight:200])];
[bannerScrollView setPagingEnabled:YES];
[bannerScrollView setContentSize:CGSizeMake([delegate.bannerDetailsArray count]*delegate.windowWidth, 0)];
NSLog(#"%#",delegate.bannerDetailsArray);
for(int i=0;i<[delegate.bannerDetailsArray count];i++)
{
UIImageView * imageView = [UIImageView new];
[imageView setFrame:CGRectMake(i*delegate.windowWidth,0,delegate.windowWidth,[self imageWithImage:delegate.windowWidth maxHeight:200])];
[imageView sd_setImageWithURL:[NSURL URLWithString:[[delegate.bannerDetailsArray objectAtIndex:i]objectForKey:#"bannerImage"]]];
[imageView setContentMode:UIViewContentModeScaleAspectFill];
[imageView.layer setMasksToBounds:YES];
[imageView setUserInteractionEnabled:YES];
[imageView setTag:i];
//imageView.animateImages = delegate.bannerDetailsArray;
//imageView.animationDuration = 3.0;
//imageView.animationRepeatCount = 0;
//[imageview startAnimating];
[bannerScrollView addSubview:imageView];
UITapGestureRecognizer *singleTap = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(bannerGestureTapped:)];
[imageView addGestureRecognizer:singleTap];
*The above codes works fine when the animation part ignored.
Thank you

ScrollView has a property
setContentOffset:animated:
Use this property in NSTimer function to see the effect.Follow this thread. It contains step by step process of how to make this.
Or.
You can use UIPageViewController and NStimer combination like this popular thread.
UIPageVC has a method like this.
- (void)setViewControllers:(NSArray *)viewControllers
direction:(UIPageViewControllerNavigationDirection)direction
animated:(BOOL)animated
completion:(void (^)(BOOL finished))completion
It expects a data to deliver. Then you can use NSTimer for a certain period of time to give the image.

Related

How to implement image belt with horizontal and vertical transition animations in iOS?

I'm new to the iOS UI development and I need some help to figure out, what is the best way to implement image belt (sequence of images in horizontal belt). I don't need details (someone to write me the code), just guidance what I should focus on learning as a libraries and most important design patterns (by design patters I mean software design for iOS UI).
The task details:
1. I will have image belt - sequence of few related images. This will be my horizontal transition. The transition animation will be simple push animation (something like push CATransion), initiated by swipe left/right. On top of the images there will be overlay with some text, icon info and etc. The overlay info will be the same for all images in the current belt.
2. I will have multiple image belts - this will be my vertical transition. The transition between belts will be triggered by swipe up/down. The different belts will contain unrelated information, so the information shown in overlays from point 1 must be also changed. The animation will be also simple push animation as in point 1.
I probably should inherit UIView and implement my belt as one object, which will consist of different UIView(overlay) and UIImageViews(for the images). Am I on the right track?
Some helpful brainstorm will be highly appreciated.
Yes - I've done many of these. You add a UIView above the top view. I usually use a full-screen one with some alpha so they can see through the core content a little. Then add stuff on top of that which won't change: things like your text, icons, etc... Then on top of that you put the image you want to swipe and add a swipe gesture recognizer, typically one for left and one for right. When they swipe you init a new UIView off the edge of the device, init it with the image, and animate the frames of both left or right, depending on which way they've swiped. Mine are help tutorials showing how to use my app step-by-step so I also init multi-part animations on some of the frames that fly in; that's a nice looking optional effect. Here's the one I use (with the animation support stripped out or it'd be too much code) and there's lots of variations. Edited to note my app doesn't support rotation but if yours does you have to adjust the frames after a rotation.
- (void)init
{
currentPanelNumber = 10;
self = [super initWithNibName:nil bundle:nil];
if (self)
{
[self.view setBackgroundColor:[UIColor clearColor]];
currentPanelNumber = 10;
overlay = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 1024, 768)];
overlay.backgroundColor = [UIColor colorWithRed:.9 green:.9 blue:.9 alpha:.9];
[self.view addSubview:overlay];
CGRect currentPanelFrame = CGRectMake(267, 175, 494, 444);
currentPanel =
[[HelpView alloc] initWithFrame:currentPanelFrame withImage:[UIImage imageNamed:#"10"]];
currentPanel.frame = currentPanelFrame;
[overlay addSubview:currentPanel];
// ----------------------------------
// Gesture swipes go here
swipeLeftRecognizer =
[[UISwipeGestureRecognizer alloc] initWithTarget:self action:#selector(swipeLeft:)];
[swipeLeftRecognizer setDirection:UISwipeGestureRecognizerDirectionLeft];
[overlay addGestureRecognizer:swipeLeftRecognizer];
swipeRightRecognizer =
[[UISwipeGestureRecognizer alloc] initWithTarget:self action:#selector(swipeRight:)];
[swipeRightRecognizer setDirection:UISwipeGestureRecognizerDirectionRight];
[overlay addGestureRecognizer:swipeRightRecognizer];
swipeDownRecognizer =
[[UISwipeGestureRecognizer alloc] initWithTarget:self action:#selector(swipeDown:)];
[swipeDownRecognizer setDirection:UISwipeGestureRecognizerDirectionDown];
[overlay addGestureRecognizer:swipeDownRecognizer];
UITapGestureRecognizer *tapRecognizer =
[[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(handleTap:)];
[overlay addGestureRecognizer:tapRecognizer];
skipIcon = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"SkipAndStartIcon"]];
CGSize size = CGSizeMake(84, 124);
skipIcon.frame = CGRectMake((self.view.frame.size.width/2)-(size.width/2), self.view.frame.size.height-size.height-25, size.width, size.height);
[self.view addSubview:skipIcon];
}
- (void)goNext
{
// Clear out all subviews to remove lingering animations
[[currentPanel subviews] makeObjectsPerformSelector:#selector(removeFromSuperview)];
if(currentPanelNumber>=80)
{
[self closeHelp];
return;
}
NSString *nextImage = [NSString stringWithFormat:#"%i", currentPanelNumber+10];
CGRect nextPanelFrame = CGRectMake(765, 175, 494, 444);
nextPanel = [[HelpView alloc] initWithFrame:nextPanelFrame withImage:[UIImage imageNamed:nextImage]];
nextPanel.frame = nextPanelFrame;
[overlay addSubview:nextPanel];
[UIView animateWithDuration:.2 animations:^
{
nextPanel.frame = currentPanel.frame;
}
completion:^(BOOL finished)
{
currentPanel.image = nextPanel.image;
nextPanel.alpha = 0;
currentPanelNumber += 10;
}
- (void)goPrevious
{
if(currentPanelNumber<=10)
{
return;
}
// Clear out all subviews to remove lingering animations
[[currentPanel subviews] makeObjectsPerformSelector:#selector(removeFromSuperview)];
NSString *nextImage = [NSString stringWithFormat:#"%i", currentPanelNumber-10];
CGRect nextPanelFrame = CGRectMake(-230, 175, 494, 444);
// nextPanel = [[UIImageView alloc] initWithImage:[UIImage imageNamed:nextImage]];
nextPanel = [[HelpView alloc] initWithFrame:nextPanelFrame withImage:[UIImage imageNamed:nextImage]];
nextPanel.frame = nextPanelFrame;
[overlay addSubview:nextPanel];
[UIView animateWithDuration:.2 animations:^
{
nextPanel.frame = currentPanel.frame;
}
completion:^(BOOL finished)
{
currentPanel.image = nextPanel.image;
nextPanel.alpha = 0;
currentPanelNumber -= 10;
}];
}

how to set background image properly in iOS

I am working on a view based app, I have set the background image as follows.
.h file:
UIImageView *BackgroundImage;
.m file:
viewdidLoad method:
BackgroundImage = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"BG.png"]];
[[self view] addSubview:BackgroundImage];
[BackgroundImage.superview sendSubviewToBack:BackgroundImage];
and on the rotate method:
- (void)didRotateFromInterfaceOrientation:(UIInterfaceOrientation)fromInterfaceOrientation
{
BackgroundImage = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"BG2.png"]];
[[self view] addSubview:BackgroundImage];
[BackgroundImage.superview sendSubviewToBack:BackgroundImage];
[super viewDidLoad];
}
Using this code I am able to set the background, but on rotation the first loaded image is not removed and the second one is loading just behind the first one, so just half of the image is visible, because of the first image is in front of second one.
Is there is a better way to do this?
OR
How can I just remove the first image and then set the second one?
Please help me to resolve this.
Change your didRotate... method to:
- (void)didRotateFromInterfaceOrientation:(UIInterfaceOrientation)fromInterfaceOrientation
{
[BackgroundImage removeFromSuperview];
BackgroundImage = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"BG2.png"]];
[[self view] addSubview:BackgroundImage];
}
Notice the [BackgroundImage removeFromSuperview]; line. What we are doing here is whenever the device rotates, you remove the old image view and add another one.
Also please notice that variable names should start with lower case, so BackgroundImage should be backgroundImage. This is to tell them apart from classes' names.
If you change your code like this should to work
BackgroundImage = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"BG.png"]];
[self.view addSubview:BackgroundImage];
[self.view sendSubviewToBack:BackgroundImage];
- (void)didRotateFromInterfaceOrientation:(UIInterfaceOrientation)fromInterfaceOrientation
{
[BackgroundImage removeFromSuperview];
BackgroundImage = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"BG2.png"]];
[self.view addSubview:BackgroundImage];
[self.view sendSubviewToBack:BackgroundImage];
[super viewDidLoad];
}
This is because you are initializing the UIImageview again. Better to use same UIImageView that is backgroundImage with different image.
[Background Image set image:[UIImage imageNamed:#"BG2.png"]];
Just set the new image when rotating:
- (void)didRotateFromInterfaceOrientation:(UIInterfaceOrientation)fromInterfaceOrientation
{
BackgroundImage.image = [UIImage imageNamed:#"BG2.png"];
}
Your code kept adding new image views when rotating.
How [do stuff] properly in iOS?
Start your ivar names using an underscore and a lowercase letter: _backgroundImage instead of BackgroundImage.
Insert a subview in the right spot: [self.view insertSubview:_backgroundImage atIndex:0];

Delay On IPad When Calling From A Background Thread

I am converting my IPhone app to IPad and I'm having an issue with the conversion. I have a background thread that creates some thumbnails.
The problem seems to be that the app loops though the array and outputs all the items but only the last item seems to be loading with the UIButton text present. There is a 5-15 second delay before all the previous buttons have there text displayed.
UIImage *tmp = [self thumbnailImage:[effect objectAtIndex:0] thumbnailType:#"category"];
for (id effect in effectArray) {
UIImage *tmp = [self thumbnailImage:[effect objectAtIndex:0] thumbnailType:#"category"];
dispatch_async(dispatch_get_main_queue(), ^{
UIView *effectView = [[UIView alloc] initWithFrame:CGRectMake(item_x_axis, current_row_height, item_width, item_height)];
UIImageView *imagepreview = [[UIImageView alloc] init];
[imagepreview setFrame:CGRectMake(20, 20, 100, 100)];
[imagepreview setImage:tmp];
imagepreview.contentMode = UIViewContentModeScaleAspectFit;
imagepreview.layer.shadowColor = [UIColor blackColor].CGColor;
imagepreview.layer.shadowOffset = CGSizeMake(0, 1);
imagepreview.layer.shadowOpacity = 1;
imagepreview.layer.shadowRadius = 2.0;
imagepreview.clipsToBounds = NO;
[effectView addSubview:imagepreview];
if([[effect objectAtIndex:3] isEqualToString:#"iap"]){
UIImageView *buttonPlus = [[UIImageView alloc] init];
[buttonPlus setFrame:CGRectMake(54, 66, 23, 23)];
[buttonPlus setImage:[UIImage imageNamed:#"ButtonPlus.png"]];
[effectView addSubview:buttonPlus];
}
UIButton *button = [UIButton buttonWithType:UIButtonTypeCustom];
[button addTarget:self action:NSSelectorFromString([effect objectAtIndex:1]) forControlEvents:UIControlEventTouchDown];
[button setTitle:[effect objectAtIndex:2] forState:UIControlStateNormal];
button.frame = CGRectMake(0, 0, item_width, item_height);
button.titleLabel.font = [UIFont systemFontOfSize:11];
[button setTitleShadowColor:[UIColor blackColor] forState:UIControlStateNormal];
[button.titleLabel setShadowOffset:CGSizeMake(1.0f, 1.0f)];
[button setTitleEdgeInsets:UIEdgeInsetsMake(120, 0, 0.0, 0.0)];
[effectView addSubview:button];
[self.viewScrollCategories addSubview:effectView];
button = nil;
});
if(current_items_per_row < 3){
current_items_per_row++;
item_x_axis = item_x_axis + item_width;
}else {
current_row_height = current_row_height + item_height;
current_items_per_row = 1;
item_x_axis = 0;
}
}
Any idea how to solve this issue? it seemed to work fine on the IPhone.
EDIT
This is the code that is calling the background thread (shortned)
- (void)imagePickerController:( UIImagePickerController *)picker didFinishPickingMediaWithInfo: (NSDictionary *)info {
//[self generatingThumbnailMessageShow];
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
[self loadAllEffects];
dispatch_async(dispatch_get_main_queue(), ^{
[self generatingThumbnailMessageHide];
});
});
}
Well, you are asking for a delay with dispatch_async(dispatch_get_main_queue().... That code means "Please do this whenever you have time, sometime after my current code finishes running." Once you say that, you are basically saying you don't care when this code runs. You hope it will be some time pretty soon, but you've left the runtime to take care of the details.
So perhaps it is this "hope" that is the issue. The architecture of the device processors is different and the threading model for the device might change the way the device responds to having a bunch of these delayed requests piling up.
I'm not at all clear on what you're trying to accomplish in this code (sorry, tl:dr) but the use of delayed performance in the middle of it and your complaint that there is a " 5-15 second delay" seem to go together somehow...
EDIT: OK, I see now that your code is running in the background and you are using dispatch_async to step out to the main thread in order to modify the interface. So perhaps the problem is not in the code you quote, but in the code you are using to manage your background threading in the first place.
ANOTHER EDIT: Just a wild and crazy idea here. If what takes time is the image processing, why don't you do all the image processing and then do your interface updating on the main thread once? What I mean is, you're doing this:
for (id effect in effectArray) {
UIImage *tmp = // ...
dispatch_async(dispatch_get_main_queue(), ^{
// ...
[imagepreview setImage:tmp];
So you're getting back on the main thread repeatedly each time through the loop. Why not try this:
dispatch_async(dispatch_get_main_queue(), ^{
for (id effect in effectArray) {
UIImage *tmp = // ...
// ...
[imagepreview setImage:tmp];
Now you're just getting back on the main thread once. There will be a delay while the images process, but then interface should just update, badda bing badda boom (technical programming term).

Clearing Buffer Memory in Xcode

I make a app which include a image view within scroll view.
I have 3 classes and each class add images into image view.
When i press button1, it call class1 and it fill Class1images(from image001 to image200).
When i press button2, it call class2 and it fill Class2images(from image201 to image400)
The problem is when i call class1, image view show class1images(from image001 to image200).
After calling class1, i call class2.
When i call class2, my image view can't show class2images(from image201 to image400)
But, class1Images (from image001 to image200) are remaining in app.
I think class1 images are still in memory, so that class2 images can't add to memory.
I want to remove class1images when i call class2.
When i call next class, it will remove old images in memory and replace with new images.
But, my app is develop with storyboard and ARC.
So, i can't release memory manually in ARC mode.
Is there any ways to remove old images in memory?
- (void)viewDidLoad{
[super loadView];
self.view.backgroundColor = [UIColor grayColor];
ScrollView = [[UIScrollView alloc] initWithFrame:CGRectMake(0, 0, self.view.frame.size.width,self.view.frame.size.height)];
ScrollView.pagingEnabled = YES;
NSInteger numberOfViews = 200;
for (int i = 0; i < numberOfViews; i++) {
CGFloat xOrigin = i * self.view.frame.size.width;
// Create a UIImage to hold Info.png
UIImage *image1 = [UIImage imageNamed:#"Image001.jpg"];
UIImage *image2 = [UIImage imageNamed:#"Image002.jpg"];
:
:
UIImage *image200 = [UIImage imageNamed:#"Image200.jpg"];
NSArray *images = [[NSArray alloc] initWithObjects:image1,image2, . . . ,image200,nil];
ImageView = [[UIImageView alloc] initWithFrame:CGRectMake(xOrigin, 0,self.view.frame.size.width, self.view.frame.size.height)];
[ImageView setImage:[images objectAtIndex:i]];
[ScrollView addSubview:ImageView];}
ScrollView.contentSize = CGSizeMake(self.view.frame.size.width*numberOfViews,self.view.frame.size.height);
[self.view addSubview:ScrollView];}
setting an imageview's animationImages property to a new array will remove the olf array and animate the new one.
to be 110% safe call stopAnimation, set the images, call startAnimation
I think your scrollview is not getting cleaned up. You need to remove previous images from scrollView and after that add images from next class.
try to implement something like this for removing images from scrollview and after this add other images on button click
for(UIView *subView in self.ScrollView.subviews)
{
if([subView isKindOfClass:[UIImageView class]])
[subView removeFromSuperview];
}
Hopefully can help you. Just give it a try.

Image view not responding to touch event

I have a grid of thumbnail images, and when one of them is touched, I'd like to show the whole image. Now, I know that UIImageView does not respond to touch events, but as suggested in this answer, I created a UIButton to handle the event. See code below:
- (void)displayImage
{
NSUInteger i = 0; // The actual code is different and works; this is just for brevity's sake.
// UILazyImageView is a subclass of UIImageView
UILazyImageView *imageView = [[UILazyImageView alloc] initWithURL:[NSURL URLWithString:[[[self images] objectAtIndex:i] thumbnailUrl]]];
UIButton *imageButton = [UIButton buttonWithType:UIButtonTypeCustom];
[imageButton setFrame:[imageView frame]];
[imageButton addTarget:self action:#selector(imageTapped:) forControlEvents:UIControlEventTouchUpInside];
[imageView addSubview:imageButton];
[[self containerView] addSubview:imageView];
[imageView release];
}
}
- (void)imageTapped:(id)sender
{
NSLog(#"Image tapped.");
// Get the index of sender in the images array
NSUInteger index = 0; // Don't worry, I know. I'll implement this later
FullImageViewController *fullImageViewController = [[[FullImageViewController alloc] initWithImageURL:[NSURL URLWithString:[[[self images] objectAtIndex:index] url]]] autorelease];
[[self navigationController] pushViewController:fullImageViewController animated:YES];
}
Ok. So I've create a custom button, set its frame to match the image frame, told it to respond to touch up inside and how to respond, and added it to the image's subviews. But when I run this, I get nothing. The "Image tapped." doesn't appear in the console, so I know that the message isn't being sent. What am I doing wrong here?
Many thanks for all your help.
by default UIImageView has its userInteractionEnabled property set to NO
add this line
imageView.userInteractionEnabled = YES;
Try
imageView.userInteractionEnabled = YES;
This is a property inherited from UIView, but as per Apple's docs, UIImageView changes its default value to NO, ignoring all events.
In addition to setting imageView.userInteractionEnabled = YES, you can eliminate the button altogether and add a UITapGestureRecognizer to the UIImageView to handle taps. It would look something like:
UITapGestureRecognizer *recognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(imageTapped:)];
[imageView addGestureRecognizer:recognizer];

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